Asura Buster: Eternal Warriors/System: Difference between revisions

From SuperCombo Wiki
(revamp)
Line 11: Line 11:


== EX Special Moves ==
== EX Special Moves ==
All characters can perform an EX move for one bar of meter by pressing two attacks for the input.<br>EX attacks '''vary wildly from their original attacks'''<br>some are even an entirely new move<br>Your character will flash during the EX move
All characters can perform an EX move for one bar of meter by pressing 2 buttons.<br>EX attacks '''vary wildly from their original attacks'''<br>some are even an entirely new move<br>Your character will flash during the EX move


== Launcher ==
== Launcher ==
Press 2 attack buttons while on the ground to preform a Launcher.
Press 2 attack buttons while on the ground to preform a Launcher.


Launches the opponent vertically, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.
Causes a big wall bounce, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.


== Pushblock / advancing guard ==
== Pushblock / advancing guard ==
Line 28: Line 28:
Once per Match, Press ABC IMMEDIATELY when you're KO'ed. Will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar.
Once per Match, Press ABC IMMEDIATELY when you're KO'ed. Will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar.


If you get hit, or don't win in 10 seconds, you lose the round. If you win, then you win the round.
If you get hit, or don't win in 10 seconds, you lose the round. If you win, then you steal the round and win instead.


This adds an extreme amount of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to chance KO'ing their opponent only for them to make a comeback in Last Stand.
This adds an extreme amount of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to chance KO'ing their opponent only for them to make a comeback in Last Stand.
Line 41: Line 41:
== Air tech ==
== Air tech ==


Several attacks in the game hit a character so powerfully that they are flung in the air
Several attacks in the game hit a character with so much power that they are flung in the air


When in aerial hitstun, press ABC to air tech. Makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 segment of meter.
When in aerial hitstun, press ABC to air tech. Makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 bar of meter.
 
== Tech Roll ==
When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.


== Tech Roll / Jump==
When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.<br>alternatively, you can also press back/neutral/forward jump. this will make your character bounce up but will fall slowly like a baloon. this helps avoid Guard break or meaty sweeps<br>both options can completely negate your opponent's okizeme if you make the right read<br>not using any will make the character slowly stand up after a short delay, this is the safest option but puts you at a disadvantage


[[Category: Asura Buster: Eternal Warriors]]
[[Category: Asura Buster: Eternal Warriors]]
{{Asura Buster}}
{{Asura Buster}}

Revision as of 13:37, 10 August 2021

Guard break

This replaces grab, a quick attack that stuns blocking opponents done with 22C input.

countered by not blocking, jumping or attacking back

Boost mode

done 22ABC, each character has their own unique Boost, which makes them stronger by giving them unique properties.

The effectiveness of these Boost Modes vary by character.

EX Special Moves

All characters can perform an EX move for one bar of meter by pressing 2 buttons.
EX attacks vary wildly from their original attacks
some are even an entirely new move
Your character will flash during the EX move

Launcher

Press 2 attack buttons while on the ground to preform a Launcher.

Causes a big wall bounce, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.

Pushblock / advancing guard

Press 6 when in blockstun to push the opponent away and give you some breathing room.

if on keyboard, don't push both at the same time, you're not gonna advance or block, just look like a dummy

Last stand

Once per Match, Press ABC IMMEDIATELY when you're KO'ed. Will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar.

If you get hit, or don't win in 10 seconds, you lose the round. If you win, then you steal the round and win instead.

This adds an extreme amount of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to chance KO'ing their opponent only for them to make a comeback in Last Stand.

Additionally, players may want to Last Stand after a narrow loss in Round 1, or conserve it as a Hail Mary to prevent a match ending round 2 or 3 loss.

Note: In the instance of a Double K.O.!, whoever activates Last Stand first, wins.

Air Blocking

Any backwards direction while in the air.

Air tech

Several attacks in the game hit a character with so much power that they are flung in the air

When in aerial hitstun, press ABC to air tech. Makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 bar of meter.

Tech Roll / Jump

When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.
alternatively, you can also press back/neutral/forward jump. this will make your character bounce up but will fall slowly like a baloon. this helps avoid Guard break or meaty sweeps
both options can completely negate your opponent's okizeme if you make the right read
not using any will make the character slowly stand up after a short delay, this is the safest option but puts you at a disadvantage

ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke